﻿#ifndef CUSTOM_COMMON_INCLUDED
#define CUSTOM_COMMON_INCLUDED

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl"
#include "UnityInput.hlsl"

// float3 TransformObjectToWorld(float3 positionOS){
//     return mul(unity_ObjectToWorld, float4(positionOS, 1.0)).xyz;
// }
// 
// float4 TransformWorldToHClip(float3 positionWS){
//     return mul(unity_MatrixVP, float4(positionWS, 1.0));
// }

#define UNITY_MATRIX_M unity_ObjectToWorld
#define UNITY_MATRIX_I_M unity_WorldToObject
#define UNITY_MATRIX_V unity_MatrixV
#define UNITY_MATRIX_VP unity_MatrixVP
#define UNITY_MATRIX_P glstate_matrix_projection

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/UnityInstancing.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl"

float Square(float v) {
	return v * v;
}

#endif 